#version 330
uniform mat4 objectWorldViewProjection;

layout(location = 1) in vec2 uv;
layout(location = 5) in vec3 vertex;

out vec2 f_uv;

void main(){
    f_uv=uv;
 
    // Apply the default transformation to the vertex
    gl_Position = objectWorldViewProjection * vec4(vertex,1.);
}
